]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/localplayer.cpp
Code modernization: src/m* (part 3)
[dragonfireclient.git] / src / localplayer.cpp
index 9dc3bf5aa87446568b95599da711b428326b2a01..9248494f745f99fe48c351421ba02c746bc4b5d5 100644 (file)
@@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "environment.h"
 #include "map.h"
 #include "client.h"
+#include "content_cao.h"
 
 /*
        LocalPlayer
@@ -33,161 +34,155 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 LocalPlayer::LocalPlayer(Client *client, const char *name):
        Player(name, client->idef()),
-       parent(0),
-       hp(PLAYER_MAX_HP),
-       got_teleported(false),
-       isAttached(false),
-       touching_ground(false),
-       in_liquid(false),
-       in_liquid_stable(false),
-       liquid_viscosity(0),
-       is_climbing(false),
-       swimming_vertical(false),
-       // Movement overrides are multipliers and must be 1 by default
-       physics_override_speed(1.0f),
-       physics_override_jump(1.0f),
-       physics_override_gravity(1.0f),
-       physics_override_sneak(true),
-       physics_override_sneak_glitch(true),
-       overridePosition(v3f(0,0,0)),
-       last_position(v3f(0,0,0)),
-       last_speed(v3f(0,0,0)),
-       last_pitch(0),
-       last_yaw(0),
-       last_keyPressed(0),
-       last_camera_fov(0),
-       last_wanted_range(0),
-       camera_impact(0.f),
-       last_animation(NO_ANIM),
-       hotbar_image(""),
-       hotbar_selected_image(""),
-       light_color(255,255,255,255),
-       hurt_tilt_timer(0.0f),
-       hurt_tilt_strength(0.0f),
-       m_position(0,0,0),
-       m_sneak_node(32767,32767,32767),
-       m_sneak_node_bb_top(0,0,0,0,0,0),
-       m_sneak_node_exists(false),
-       m_need_to_get_new_sneak_node(true),
-       m_sneak_ladder_detected(false),
-       m_ledge_detected(false),
-       m_old_node_below(32767,32767,32767),
-       m_old_node_below_type("air"),
-       m_can_jump(false),
-       m_breath(PLAYER_MAX_BREATH),
-       m_yaw(0),
-       m_pitch(0),
-       camera_barely_in_ceiling(false),
-       m_collisionbox(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30),
-       m_cao(NULL),
        m_client(client)
 {
-       // Initialize hp to 0, so that no hearts will be shown if server
-       // doesn't support health points
-       hp = 0;
-       eye_offset_first = v3f(0,0,0);
-       eye_offset_third = v3f(0,0,0);
 }
 
-LocalPlayer::~LocalPlayer()
+static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
 {
-}
+       if (nodeboxes.empty())
+               return aabb3f(0, 0, 0, 0, 0, 0);
 
-static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes)
-{
        aabb3f b_max;
-       b_max.reset(-BS, -BS, -BS);
-       for (std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
-                       it != nodeboxes.end(); ++it) {
-               aabb3f box = *it;
-               if (box.MaxEdge.Y > b_max.MaxEdge.Y)
-                       b_max = box;
-               else if (box.MaxEdge.Y == b_max.MaxEdge.Y)
-                       b_max.addInternalBox(box);
-       }
-       return aabb3f(v3f(b_max.MinEdge.X, b_max.MaxEdge.Y, b_max.MinEdge.Z), b_max.MaxEdge);
-}
 
-#define GETNODE(map, p3, v2, y, valid) \
-       (map)->getNodeNoEx((p3) + v3s16((v2).X, y, (v2).Y), valid)
+       std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
+       b_max = aabb3f(it->MinEdge, it->MaxEdge);
+
+       ++it;
+       for (; it != nodeboxes.end(); ++it)
+               b_max.addInternalBox(*it);
+
+       return b_max;
+}
 
-// pos is the node the player is standing inside(!)
-static bool detectSneakLadder(Map *map, INodeDefManager *nodemgr, v3s16 pos)
+bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
+               const v3f &sneak_max)
 {
-       // Detects a structure known as "sneak ladder" or "sneak elevator"
-       // that relies on bugs to provide a fast means of vertical transportation,
-       // the bugs have since been fixed but this function remains to keep it working.
-       // NOTE: This is just entirely a huge hack and causes way too many problems.
-       bool is_valid_position;
+       static const v3s16 dir9_center[9] = {
+               v3s16( 0, 0,  0),
+               v3s16( 1, 0,  0),
+               v3s16(-1, 0,  0),
+               v3s16( 0, 0,  1),
+               v3s16( 0, 0, -1),
+               v3s16( 1, 0,  1),
+               v3s16(-1, 0,  1),
+               v3s16( 1, 0, -1),
+               v3s16(-1, 0, -1)
+       };
+
+       INodeDefManager *nodemgr = m_client->ndef();
        MapNode node;
-       // X/Z vectors for 4 neighboring nodes
-       static const v2s16 vecs[] = { v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1) };
+       bool is_valid_position;
+       bool new_sneak_node_exists = m_sneak_node_exists;
 
-       for (u16 i = 0; i < ARRLEN(vecs); i++) {
-               const v2s16 vec = vecs[i];
+       // We want the top of the sneak node to be below the players feet
+       f32 position_y_mod = 0.05 * BS;
+       if (m_sneak_node_exists)
+               position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
 
-               // walkability of bottom & top node should differ
-               node = GETNODE(map, pos, vec, 0, &is_valid_position);
-               if (!is_valid_position)
-                       continue;
-               bool w = nodemgr->get(node).walkable;
-               node = GETNODE(map, pos, vec, 1, &is_valid_position);
-               if (!is_valid_position || w == nodemgr->get(node).walkable)
+       // Get position of current standing node
+       const v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
+
+       if (current_node != m_sneak_node) {
+               new_sneak_node_exists = false;
+       } else {
+               node = map->getNodeNoEx(current_node, &is_valid_position);
+               if (!is_valid_position || !nodemgr->get(node).walkable)
+                       new_sneak_node_exists = false;
+       }
+
+       // Keep old sneak node
+       if (new_sneak_node_exists)
+               return true;
+
+       // Get new sneak node
+       m_sneak_ladder_detected = false;
+       f32 min_distance_f = 100000.0 * BS;
+
+       for (const auto &d : dir9_center) {
+               const v3s16 p = current_node + d;
+               const v3f pf = intToFloat(p, BS);
+               const v2f diff(position.X - pf.X, position.Z - pf.Z);
+               f32 distance_f = diff.getLength();
+
+               if (distance_f > min_distance_f ||
+                               fabs(diff.X) > (.5 + .1) * BS + sneak_max.X ||
+                               fabs(diff.Y) > (.5 + .1) * BS + sneak_max.Z)
                        continue;
 
-               // check one more node above OR below with corresponding walkability
-               node = GETNODE(map, pos, vec, -1, &is_valid_position);
-               bool ok = is_valid_position && w != nodemgr->get(node).walkable;
-               if (!ok) {
-                       node = GETNODE(map, pos, vec, 2, &is_valid_position);
-                       ok = is_valid_position && w == nodemgr->get(node).walkable;
+
+               // The node to be sneaked on has to be walkable
+               node = map->getNodeNoEx(p, &is_valid_position);
+               if (!is_valid_position || !nodemgr->get(node).walkable)
+                       continue;
+               // And the node(s) above have to be nonwalkable
+               bool ok = true;
+               if (!physics_override_sneak_glitch) {
+                       u16 height = ceilf(
+                                       (m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS
+                       );
+                       for (u16 y = 1; y <= height; y++) {
+                               node = map->getNodeNoEx(p + v3s16(0, y, 0), &is_valid_position);
+                               if (!is_valid_position || nodemgr->get(node).walkable) {
+                                       ok = false;
+                                       break;
+                               }
+                       }
+               } else {
+                       // legacy behaviour: check just one node
+                       node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position);
+                       ok = is_valid_position && !nodemgr->get(node).walkable;
                }
+               if (!ok)
+                       continue;
 
-               if (ok)
-                       return true;
+               min_distance_f = distance_f;
+               m_sneak_node = p;
+               new_sneak_node_exists = true;
        }
 
-       return false;
-}
+       if (!new_sneak_node_exists)
+               return false;
 
-static bool detectLedge(Map *map, INodeDefManager *nodemgr, v3s16 pos)
-{
-       bool is_valid_position;
-       MapNode node;
-       // X/Z vectors for 4 neighboring nodes
-       static const v2s16 vecs[] = {v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1)};
-
-       for (u16 i = 0; i < ARRLEN(vecs); i++) {
-               const v2s16 vec = vecs[i];
+       // Update saved top bounding box of sneak node
+       node = map->getNodeNoEx(m_sneak_node);
+       std::vector<aabb3f> nodeboxes;
+       node.getCollisionBoxes(nodemgr, &nodeboxes);
+       m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes);
 
-               node = GETNODE(map, pos, vec, 1, &is_valid_position);
+       if (physics_override_sneak_glitch) {
+               // Detect sneak ladder:
+               // Node two meters above sneak node must be solid
+               node = map->getNodeNoEx(m_sneak_node + v3s16(0, 2, 0),
+                       &is_valid_position);
                if (is_valid_position && nodemgr->get(node).walkable) {
-                       // Ledge exists
-                       node = GETNODE(map, pos, vec, 2, &is_valid_position);
-                       if (is_valid_position && !nodemgr->get(node).walkable)
-                               // Space above ledge exists
-                               return true;
+                       // Node three meters above: must be non-solid
+                       node = map->getNodeNoEx(m_sneak_node + v3s16(0, 3, 0),
+                               &is_valid_position);
+                       m_sneak_ladder_detected = is_valid_position &&
+                               !nodemgr->get(node).walkable;
                }
        }
-
-       return false;
+       return true;
 }
 
-#undef GETNODE
-
 void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                std::vector<CollisionInfo> *collision_info)
 {
+       // Temporary option for old move code
+       if (!physics_override_new_move) {
+               old_move(dtime, env, pos_max_d, collision_info);
+               return;
+       }
+
        Map *map = &env->getMap();
        INodeDefManager *nodemgr = m_client->ndef();
 
        v3f position = getPosition();
 
        // Copy parent position if local player is attached
-       if(isAttached)
-       {
+       if (isAttached) {
                setPosition(overridePosition);
-               m_sneak_node_exists = false;
                return;
        }
 
@@ -199,7 +194,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        if (free_move) {
                position += m_speed * dtime;
                setPosition(position);
-               m_sneak_node_exists = false;
                return;
        }
 
@@ -270,7 +264,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                                || nodemgr->get(node2.getContent()).climbable) && !free_move;
        }
 
-
        /*
                Collision uncertainty radius
                Make it a bit larger than the maximum distance of movement
@@ -282,50 +275,17 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        // This should always apply, otherwise there are glitches
        sanity_check(d > pos_max_d);
 
-       // Max. distance (X, Z) over border for sneaking determined by collision box
-       // * 0.49 to keep the center just barely on the node
-       v3f sneak_max = m_collisionbox.getExtent() * 0.49;
-       if (m_sneak_ladder_detected) {
-               // restore legacy behaviour (this makes the m_speed.Y hack necessary)
-               sneak_max = v3f(0.4 * BS, 0, 0.4 * BS);
-       }
-
-       /*
-               If sneaking, keep in range from the last walked node and don't
-               fall off from it
-       */
-       if (control.sneak && m_sneak_node_exists &&
-                       !(fly_allowed && g_settings->getBool("free_move")) &&
-                       !in_liquid && !is_climbing &&
-                       physics_override_sneak && !got_teleported) {
-               v3f sn_f = intToFloat(m_sneak_node, BS);
-               const v3f bmin = m_sneak_node_bb_top.MinEdge;
-               const v3f bmax = m_sneak_node_bb_top.MaxEdge;
-
-               position.X = rangelim(position.X,
-                               sn_f.X+bmin.X - sneak_max.X, sn_f.X+bmax.X + sneak_max.X);
-               position.Z = rangelim(position.Z,
-                               sn_f.Z+bmin.Z - sneak_max.Z, sn_f.Z+bmax.Z + sneak_max.Z);
-
-               // Because we keep the player collision box on the node, limiting
-               // position.Y is not necessary but useful to prevent players from
-               // being inside a node if sneaking on e.g. the lower part of a stair
-               if (!m_sneak_ladder_detected) {
-                       position.Y = MYMAX(position.Y, sn_f.Y+bmax.Y);
-               } else {
-                       // legacy behaviour that sometimes causes some weird slow sinking
-                       m_speed.Y = MYMAX(m_speed.Y, 0);
-               }
-       }
-
-       if (got_teleported)
-               got_teleported = false;
-
-       // TODO: this shouldn't be hardcoded but transmitted from server
-       float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
+       // Player object property step height is multiplied by BS in
+       // /src/script/common/c_content.cpp and /src/content_sao.cpp
+       float player_stepheight = (m_cao == nullptr) ? 0.0f :
+               (touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
 
+       // TODO this is a problematic hack.
+       // Use a better implementation for autojump, or apply a custom stepheight
+       // to all players, as this currently creates unintended special movement
+       // abilities and advantages for Android players on a server.
 #ifdef __ANDROID__
-       player_stepheight += (0.6 * BS);
+       player_stepheight += (0.6f * BS);
 #endif
 
        v3f accel_f = v3f(0,0,0);
@@ -334,6 +294,10 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                pos_max_d, m_collisionbox, player_stepheight, dtime,
                &position, &m_speed, accel_f);
 
+       bool could_sneak = control.sneak &&
+               !(fly_allowed && g_settings->getBool("free_move")) &&
+               !in_liquid && !is_climbing &&
+               physics_override_sneak;
        /*
                If the player's feet touch the topside of any node, this is
                set to true.
@@ -342,108 +306,78 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        */
        bool touching_ground_was = touching_ground;
        touching_ground = result.touching_ground;
+       bool sneak_can_jump = false;
 
-       // We want the top of the sneak node to be below the players feet
-       f32 position_y_mod;
-       if (m_sneak_node_exists)
-               position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - 0.05 * BS;
-       else
-               position_y_mod = (0.5 - 0.05) * BS;
-       v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
-       /*
-               Check the nodes under the player to see from which node the
-               player is sneaking from, if any.  If the node from under
-               the player has been removed, the player falls.
-       */
-       if (m_sneak_node_exists &&
-                       nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
-                       m_old_node_below_type != "air") {
-               // Old node appears to have been removed; that is,
-               // it wasn't air before but now it is
-               m_need_to_get_new_sneak_node = false;
-               m_sneak_node_exists = false;
-       } else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") {
-               // We are on something, so make sure to recalculate the sneak
-               // node.
-               m_need_to_get_new_sneak_node = true;
-       }
-
-       if (m_need_to_get_new_sneak_node && physics_override_sneak) {
-               v2f player_p2df(position.X, position.Z);
-               f32 min_distance_f = 100000.0 * BS;
-               v3s16 new_sneak_node = m_sneak_node;
-               for(s16 x=-1; x<=1; x++)
-               for(s16 z=-1; z<=1; z++)
-               {
-                       v3s16 p = current_node + v3s16(x,0,z);
-                       v3f pf = intToFloat(p, BS);
-                       v2f node_p2df(pf.X, pf.Z);
-                       f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
-
-                       if (distance_f > min_distance_f ||
-                                       fabs(player_p2df.X-node_p2df.X) > (.5+.1)*BS + sneak_max.X ||
-                                       fabs(player_p2df.Y-node_p2df.Y) > (.5+.1)*BS + sneak_max.Z)
-                               continue;
-
+       // Max. distance (X, Z) over border for sneaking determined by collision box
+       // * 0.49 to keep the center just barely on the node
+       v3f sneak_max = m_collisionbox.getExtent() * 0.49;
 
-                       // The node to be sneaked on has to be walkable
-                       node = map->getNodeNoEx(p, &is_valid_position);
-                       if (!is_valid_position || !nodemgr->get(node).walkable)
-                               continue;
-                       // And the node(s) above have to be nonwalkable
-                       bool ok = true;
-                       if (!physics_override_sneak_glitch) {
-                               u16 height = ceilf(
-                                               (m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS
-                               );
-                               for (u16 y = 1; y <= height; y++) {
-                                       node = map->getNodeNoEx(p + v3s16(0,y,0), &is_valid_position);
-                                       if (!is_valid_position || nodemgr->get(node).walkable) {
-                                               ok = false;
-                                               break;
-                                       }
-                               }
-                       } else {
-                               // legacy behaviour: check just one node
-                               node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
-                               ok = is_valid_position && !nodemgr->get(node).walkable;
-                       }
-                       if (!ok)
-                               continue;
+       if (m_sneak_ladder_detected) {
+               // restore legacy behaviour (this makes the m_speed.Y hack necessary)
+               sneak_max = v3f(0.4 * BS, 0, 0.4 * BS);
+       }
 
-                       min_distance_f = distance_f;
-                       new_sneak_node = p;
+       /*
+               If sneaking, keep on top of last walked node and don't fall off
+       */
+       if (could_sneak && m_sneak_node_exists) {
+               const v3f sn_f = intToFloat(m_sneak_node, BS);
+               const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge;
+               const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge;
+               const v3f old_pos = position;
+               const v3f old_speed = m_speed;
+               f32 y_diff = bmax.Y - position.Y;
+
+               // (BS * 0.6f) is the basic stepheight while standing on ground
+               if (y_diff < BS * 0.6f) {
+                       // Only center player when they're on the node
+                       position.X = rangelim(position.X,
+                               bmin.X - sneak_max.X, bmax.X + sneak_max.X);
+                       position.Z = rangelim(position.Z,
+                               bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
+
+                       if (position.X != old_pos.X)
+                               m_speed.X = 0;
+                       if (position.Z != old_pos.Z)
+                               m_speed.Z = 0;
                }
 
-               bool sneak_node_found = (min_distance_f < 100000.0 * BS);
-               m_sneak_node = new_sneak_node;
-               m_sneak_node_exists = sneak_node_found;
-
-               if (sneak_node_found) {
-                       // Update saved top bounding box of sneak node
-                       MapNode n = map->getNodeNoEx(m_sneak_node);
-                       std::vector<aabb3f> nodeboxes;
-                       n.getCollisionBoxes(nodemgr, &nodeboxes);
-                       m_sneak_node_bb_top = getTopBoundingBox(nodeboxes);
+               if (y_diff > 0 && m_speed.Y < 0 &&
+                               (physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
+                       // Move player to the maximal height when falling or when
+                       // the ledge is climbed on the next step.
+                       position.Y = bmax.Y;
+                       m_speed.Y = 0;
+               }
 
-                       m_sneak_ladder_detected = physics_override_sneak_glitch &&
-                                       detectSneakLadder(map, nodemgr, floatToInt(position, BS));
-               } else {
-                       m_sneak_ladder_detected = false;
+               // Allow jumping on node edges while sneaking
+               if (m_speed.Y == 0 || m_sneak_ladder_detected)
+                       sneak_can_jump = true;
+
+               if (collision_info != NULL &&
+                               m_speed.Y - old_speed.Y > BS) {
+                       // Collide with sneak node, report fall damage
+                       CollisionInfo sn_info;
+                       sn_info.node_p = m_sneak_node;
+                       sn_info.old_speed = old_speed;
+                       sn_info.new_speed = m_speed;
+                       collision_info->push_back(sn_info);
                }
        }
 
        /*
-               If 'sneak glitch' enabled detect ledge for old sneak-jump
-               behaviour of climbing onto a ledge 2 nodes up.
+               Find the next sneak node if necessary
        */
-       if (physics_override_sneak_glitch && control.sneak && control.jump)
-               m_ledge_detected = detectLedge(map, nodemgr, floatToInt(position, BS));
+       bool new_sneak_node_exists = false;
+
+       if (could_sneak)
+               new_sneak_node_exists = updateSneakNode(map, position, sneak_max);
 
        /*
-               Set new position
+               Set new position but keep sneak node set
        */
        setPosition(position);
+       m_sneak_node_exists = new_sneak_node_exists;
 
        /*
                Report collisions
@@ -451,9 +385,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
 
        // Dont report if flying
        if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
-               for(size_t i=0; i<result.collisions.size(); i++) {
-                       const CollisionInfo &info = result.collisions[i];
-                       collision_info->push_back(info);
+               for (const auto &colinfo : result.collisions) {
+                       collision_info->push_back(colinfo);
                }
        }
 
@@ -476,22 +409,15 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                }
        }
 
-       /*
-               Update the node last under the player
-       */
-       m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
-       m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
-
        /*
                Check properties of the node on which the player is standing
        */
        const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
        // Determine if jumping is possible
-       m_can_jump = touching_ground && !in_liquid;
+       m_can_jump = (touching_ground && !in_liquid && !is_climbing)
+                       || sneak_can_jump;
        if (itemgroup_get(f.groups, "disable_jump"))
                m_can_jump = false;
-       else if (control.sneak && m_sneak_ladder_detected && !in_liquid && !is_climbing)
-               m_can_jump = true;
 
        // Jump key pressed while jumping off from a bouncy block
        if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
@@ -513,7 +439,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
        move(dtime, env, pos_max_d, NULL);
 }
 
-void LocalPlayer::applyControl(float dtime)
+void LocalPlayer::applyControl(float dtime, Environment *env)
 {
        // Clear stuff
        swimming_vertical = false;
@@ -680,17 +606,8 @@ void LocalPlayer::applyControl(float dtime)
                        */
                        v3f speedJ = getSpeed();
                        if(speedJ.Y >= -0.5 * BS) {
-                               if (m_ledge_detected) {
-                                       // Limit jump speed to a minimum that allows
-                                       // jumping up onto a ledge 2 nodes up.
-                                       speedJ.Y = movement_speed_jump *
-                                                       MYMAX(physics_override_jump, 1.3f);
-                                       setSpeed(speedJ);
-                                       m_ledge_detected = false;
-                               } else {
-                                       speedJ.Y = movement_speed_jump * physics_override_jump;
-                                       setSpeed(speedJ);
-                               }
+                               speedJ.Y = movement_speed_jump * physics_override_jump;
+                               setSpeed(speedJ);
 
                                MtEvent *e = new SimpleTriggerEvent("PlayerJump");
                                m_client->event()->put(e);
@@ -738,9 +655,15 @@ void LocalPlayer::applyControl(float dtime)
        else
                incH = incV = movement_acceleration_default * BS * dtime;
 
+       const INodeDefManager *nodemgr = env->getGameDef()->ndef();
+       Map *map = &env->getMap();
+       const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
+       bool slippery = (itemgroup_get(f.groups, "slippery") != 0);
        // Accelerate to target speed with maximum increment
-       accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
-       accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
+       accelerateHorizontal(speedH * physics_override_speed,
+                       incH * physics_override_speed, slippery);
+       accelerateVertical(speedV * physics_override_speed,
+                       incV * physics_override_speed);
 }
 
 v3s16 LocalPlayer::getStandingNodePos()
@@ -752,6 +675,9 @@ v3s16 LocalPlayer::getStandingNodePos()
 
 v3s16 LocalPlayer::getFootstepNodePos()
 {
+       if (in_liquid_stable)
+               // Emit swimming sound if the player is in liquid
+               return floatToInt(getPosition(), BS);
        if (touching_ground)
                // BS * 0.05 below the player's feet ensures a 1/16th height
                // nodebox is detected instead of the node below it.
@@ -774,35 +700,340 @@ v3f LocalPlayer::getEyeOffset() const
 }
 
 // Horizontal acceleration (X and Z), Y direction is ignored
-void LocalPlayer::accelerateHorizontal(const v3f &target_speed, const f32 max_increase)
+void LocalPlayer::accelerateHorizontal(const v3f &target_speed,
+       const f32 max_increase, bool slippery)
 {
         if (max_increase == 0)
                 return;
 
-        v3f d_wanted = target_speed - m_speed;
-        d_wanted.Y = 0;
-        f32 dl = d_wanted.getLength();
-        if (dl > max_increase)
-                dl = max_increase;
+       v3f d_wanted = target_speed - m_speed;
+       if (slippery) {
+               if (target_speed == v3f())
+                       d_wanted = -m_speed * 0.05f;
+               else
+                       d_wanted *= 0.1f;
+       }
+
+       d_wanted.Y = 0.0f;
+       f32 dl = d_wanted.getLength();
+       if (dl > max_increase)
+               dl = max_increase;
 
-        v3f d = d_wanted.normalize() * dl;
+       v3f d = d_wanted.normalize() * dl;
 
-        m_speed.X += d.X;
-        m_speed.Z += d.Z;
+       m_speed.X += d.X;
+       m_speed.Z += d.Z;
 }
 
 // Vertical acceleration (Y), X and Z directions are ignored
 void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_increase)
 {
-        if (max_increase == 0)
-                return;
+       if (max_increase == 0)
+               return;
 
-        f32 d_wanted = target_speed.Y - m_speed.Y;
-        if (d_wanted > max_increase)
-                d_wanted = max_increase;
-        else if (d_wanted < -max_increase)
-                d_wanted = -max_increase;
+       f32 d_wanted = target_speed.Y - m_speed.Y;
+       if (d_wanted > max_increase)
+               d_wanted = max_increase;
+       else if (d_wanted < -max_increase)
+               d_wanted = -max_increase;
 
-        m_speed.Y += d_wanted;
+       m_speed.Y += d_wanted;
 }
 
+// Temporary option for old move code
+void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
+               std::vector<CollisionInfo> *collision_info)
+{
+       Map *map = &env->getMap();
+       INodeDefManager *nodemgr = m_client->ndef();
+
+       v3f position = getPosition();
+
+       // Copy parent position if local player is attached
+       if (isAttached) {
+               setPosition(overridePosition);
+               m_sneak_node_exists = false;
+               return;
+       }
+
+       // Skip collision detection if noclip mode is used
+       bool fly_allowed = m_client->checkLocalPrivilege("fly");
+       bool noclip = m_client->checkLocalPrivilege("noclip") &&
+               g_settings->getBool("noclip");
+       bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
+       if (free_move) {
+               position += m_speed * dtime;
+               setPosition(position);
+               m_sneak_node_exists = false;
+               return;
+       }
+
+       /*
+               Collision detection
+       */
+       bool is_valid_position;
+       MapNode node;
+       v3s16 pp;
+
+       /*
+               Check if player is in liquid (the oscillating value)
+       */
+       if (in_liquid) {
+               // If in liquid, the threshold of coming out is at higher y
+               pp = floatToInt(position + v3f(0, BS * 0.1, 0), BS);
+               node = map->getNodeNoEx(pp, &is_valid_position);
+               if (is_valid_position) {
+                       in_liquid = nodemgr->get(node.getContent()).isLiquid();
+                       liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
+               } else {
+                       in_liquid = false;
+               }
+       } else {
+               // If not in liquid, the threshold of going in is at lower y
+               pp = floatToInt(position + v3f(0, BS * 0.5, 0), BS);
+               node = map->getNodeNoEx(pp, &is_valid_position);
+               if (is_valid_position) {
+                       in_liquid = nodemgr->get(node.getContent()).isLiquid();
+                       liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
+               } else {
+                       in_liquid = false;
+               }
+       }
+
+       /*
+               Check if player is in liquid (the stable value)
+       */
+       pp = floatToInt(position + v3f(0, 0, 0), BS);
+       node = map->getNodeNoEx(pp, &is_valid_position);
+       if (is_valid_position)
+               in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
+       else
+               in_liquid_stable = false;
+
+       /*
+               Check if player is climbing
+       */
+       pp = floatToInt(position + v3f(0, 0.5 * BS, 0), BS);
+       v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS);
+       node = map->getNodeNoEx(pp, &is_valid_position);
+       bool is_valid_position2;
+       MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
+
+       if (!(is_valid_position && is_valid_position2))
+               is_climbing = false;
+       else
+               is_climbing = (nodemgr->get(node.getContent()).climbable ||
+                               nodemgr->get(node2.getContent()).climbable) && !free_move;
+
+       /*
+               Collision uncertainty radius
+               Make it a bit larger than the maximum distance of movement
+       */
+       //f32 d = pos_max_d * 1.1;
+       // A fairly large value in here makes moving smoother
+       f32 d = 0.15 * BS;
+       // This should always apply, otherwise there are glitches
+       sanity_check(d > pos_max_d);
+       // Maximum distance over border for sneaking
+       f32 sneak_max = BS * 0.4;
+
+       /*
+               If sneaking, keep in range from the last walked node and don't
+               fall off from it
+       */
+       if (control.sneak && m_sneak_node_exists &&
+                       !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
+                       physics_override_sneak) {
+               f32 maxd = 0.5 * BS + sneak_max;
+               v3f lwn_f = intToFloat(m_sneak_node, BS);
+               position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
+               position.Z = rangelim(position.Z, lwn_f.Z - maxd, lwn_f.Z + maxd);
+
+               if (!is_climbing) {
+                       // Move up if necessary
+                       f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax;
+                       if (position.Y < new_y)
+                               position.Y = new_y;
+                       /*
+                               Collision seems broken, since player is sinking when
+                               sneaking over the edges of current sneaking_node.
+                               TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y.
+                       */
+                       if (m_speed.Y < 0)
+                               m_speed.Y = 0;
+               }
+       }
+
+       // this shouldn't be hardcoded but transmitted from server
+       float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
+
+#ifdef __ANDROID__
+       player_stepheight += (0.6 * BS);
+#endif
+
+       v3f accel_f = v3f(0, 0, 0);
+
+       collisionMoveResult result = collisionMoveSimple(env, m_client,
+               pos_max_d, m_collisionbox, player_stepheight, dtime,
+               &position, &m_speed, accel_f);
+
+       /*
+               If the player's feet touch the topside of any node, this is
+               set to true.
+
+               Player is allowed to jump when this is true.
+       */
+       bool touching_ground_was = touching_ground;
+       touching_ground = result.touching_ground;
+
+    //bool standing_on_unloaded = result.standing_on_unloaded;
+
+       /*
+               Check the nodes under the player to see from which node the
+               player is sneaking from, if any.  If the node from under
+               the player has been removed, the player falls.
+       */
+       f32 position_y_mod = 0.05 * BS;
+       if (m_sneak_node_bb_ymax > 0)
+               position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
+       v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
+       if (m_sneak_node_exists &&
+                       nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
+                       m_old_node_below_type != "air") {
+               // Old node appears to have been removed; that is,
+               // it wasn't air before but now it is
+               m_need_to_get_new_sneak_node = false;
+               m_sneak_node_exists = false;
+       } else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") {
+               // We are on something, so make sure to recalculate the sneak
+               // node.
+               m_need_to_get_new_sneak_node = true;
+       }
+
+       if (m_need_to_get_new_sneak_node && physics_override_sneak) {
+               m_sneak_node_bb_ymax = 0;
+               v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS);
+               v2f player_p2df(position.X, position.Z);
+               f32 min_distance_f = 100000.0 * BS;
+               // If already seeking from some node, compare to it.
+               v3s16 new_sneak_node = m_sneak_node;
+               for (s16 x= -1; x <= 1; x++)
+               for (s16 z= -1; z <= 1; z++) {
+                       v3s16 p = pos_i_bottom + v3s16(x, 0, z);
+                       v3f pf = intToFloat(p, BS);
+                       v2f node_p2df(pf.X, pf.Z);
+                       f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
+                       f32 max_axis_distance_f = MYMAX(
+                                       fabs(player_p2df.X - node_p2df.X),
+                                       fabs(player_p2df.Y - node_p2df.Y));
+
+                       if (distance_f > min_distance_f ||
+                                       max_axis_distance_f > 0.5 * BS + sneak_max + 0.1 * BS)
+                               continue;
+
+                       // The node to be sneaked on has to be walkable
+                       node = map->getNodeNoEx(p, &is_valid_position);
+                       if (!is_valid_position || !nodemgr->get(node).walkable)
+                               continue;
+                       // And the node above it has to be nonwalkable
+                       node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position);
+                       if (!is_valid_position || nodemgr->get(node).walkable)
+                               continue;
+                       // If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable
+                       if (!physics_override_sneak_glitch) {
+                               node =map->getNodeNoEx(p + v3s16(0, 2, 0), &is_valid_position);
+                               if (!is_valid_position || nodemgr->get(node).walkable)
+                                       continue;
+                       }
+
+                       min_distance_f = distance_f;
+                       new_sneak_node = p;
+               }
+
+               bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9);
+
+               m_sneak_node = new_sneak_node;
+               m_sneak_node_exists = sneak_node_found;
+
+               if (sneak_node_found) {
+                       f32 cb_max = 0;
+                       MapNode n = map->getNodeNoEx(m_sneak_node);
+                       std::vector<aabb3f> nodeboxes;
+                       n.getCollisionBoxes(nodemgr, &nodeboxes);
+                       for (const auto &box : nodeboxes) {
+                               if (box.MaxEdge.Y > cb_max)
+                                       cb_max = box.MaxEdge.Y;
+                       }
+                       m_sneak_node_bb_ymax = cb_max;
+               }
+
+               /*
+                       If sneaking, the player's collision box can be in air, so
+                       this has to be set explicitly
+               */
+               if (sneak_node_found && control.sneak)
+                       touching_ground = true;
+       }
+
+       /*
+               Set new position but keep sneak node set
+       */
+       bool sneak_node_exists = m_sneak_node_exists;
+       setPosition(position);
+       m_sneak_node_exists = sneak_node_exists;
+
+       /*
+               Report collisions
+       */
+       // Dont report if flying
+       if (collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
+               for (const auto &info : result.collisions) {
+                       collision_info->push_back(info);
+               }
+       }
+
+       if (!result.standing_on_object && !touching_ground_was && touching_ground) {
+               MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
+               m_client->event()->put(e);
+               // Set camera impact value to be used for view bobbing
+               camera_impact = getSpeed().Y * -1;
+       }
+
+       {
+               camera_barely_in_ceiling = false;
+               v3s16 camera_np = floatToInt(getEyePosition(), BS);
+               MapNode n = map->getNodeNoEx(camera_np);
+               if (n.getContent() != CONTENT_IGNORE) {
+                       if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
+                               camera_barely_in_ceiling = true;
+               }
+       }
+
+       /*
+               Update the node last under the player
+       */
+       m_old_node_below = floatToInt(position - v3f(0, BS / 2, 0), BS);
+       m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
+
+       /*
+               Check properties of the node on which the player is standing
+       */
+       const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
+       // Determine if jumping is possible
+       m_can_jump = touching_ground && !in_liquid;
+       if (itemgroup_get(f.groups, "disable_jump"))
+               m_can_jump = false;
+       // Jump key pressed while jumping off from a bouncy block
+       if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
+                       m_speed.Y >= -0.5 * BS) {
+               float jumpspeed = movement_speed_jump * physics_override_jump;
+               if (m_speed.Y > 1) {
+                       // Reduce boost when speed already is high
+                       m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
+               } else {
+                       m_speed.Y += jumpspeed;
+               }
+               setSpeed(m_speed);
+               m_can_jump = false;
+       }
+}